Ubiquitous computing: Difference between revisions

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== Definition ==
== Definition ==


'''Ubiquitous computing''' (also called ''pervasive computing'' or ''ambient computing'' or ''everyware'')  
'''Ubiquitous computing''' (also called ''pervasive computing'' or ''ambient computing'' or ''everyware'')
 
See also: [[ubiquitous learning]]


== Links ==
== Links ==


[http://www.studies-observations.com/everyware/  Everyware: The Dawning Age of Ubiquitous Computing]
* [http://www.studies-observations.com/everyware/  Everyware: The Dawning Age of Ubiquitous Computing]


== Keywords / interests / types of ubiquitous computing ==
== Keywords / interests / types of ubiquitous computing ==
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* [[u-learning]]
* [[u-learning]]


* The Internet of things, e.g. [[Blogject]]s
* The [[Internet of things]], e.g. [[Blogject]]s
 


== References ==
== References ==
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* Greenfield, Adam (1996). Everyware: The Dawning Age of Ubiquitous Computing, Peachpit Press, ISBN: 0321384016
* Greenfield, Adam (1996). Everyware: The Dawning Age of Ubiquitous Computing, Peachpit Press, ISBN: 0321384016


Ishii, Hiroshi, Craig Wisneski, Scott Brave, Andrew Dahley, Matt Gorbet, Brygg Ullmer, and Paul Yarin. "ambientROOM: Integrating Ambient Media with Architectural Space." ACM Conference on Human Factors in Computing Systems (CHI 1998): pp. 173-174, 1998. [http://tangible.media.mit.edu/content/papers/pdf/ambientROOM_CHI98.pdf]
* Ishii, Hiroshi, Craig Wisneski, Scott Brave, Andrew Dahley, Matt Gorbet, Brygg Ullmer, and Paul Yarin. "ambientROOM: Integrating Ambient Media with Architectural Space." ACM Conference on Human Factors in Computing Systems (CHI 1998): pp. 173-174, 1998. [http://tangible.media.mit.edu/content/papers/pdf/ambientROOM_CHI98.pdf]
 




[[Category: technologies]]
[[Category: Mobile computing]]

Latest revision as of 16:50, 12 April 2010

Draft

Definition

Ubiquitous computing (also called pervasive computing or ambient computing or everyware)

See also: ubiquitous learning

Links

Keywords / interests / types of ubiquitous computing

  • Mobile interfaces to mixed realities
  • Objects that give us "ambient" clues, i.e. information for background processing (Ishii)

References

  • Dourish, Paul. Where the Action Is: The Foundations of Embodied Interaction. Cambridge MA: The MIT Press, 2001.
  • Greenfield, Adam (1996). Everyware: The Dawning Age of Ubiquitous Computing, Peachpit Press, ISBN: 0321384016
  • Ishii, Hiroshi, Craig Wisneski, Scott Brave, Andrew Dahley, Matt Gorbet, Brygg Ullmer, and Paul Yarin. "ambientROOM: Integrating Ambient Media with Architectural Space." ACM Conference on Human Factors in Computing Systems (CHI 1998): pp. 173-174, 1998. [1]